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Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point: North Side Meridia under the water, in the Vale of
Twilight. Pic of Route from Meridia
Prereqs: none
Recommended Party: A few disarmable traps. More
destruction/finger spells means easier to get extra loot.
Base Experience: 7,433
Quest Info:
--Creatures: Ogres, Ogre magi, Dust Mephits, Twilight Rats, Twilight
Bats, Rakshasa, Crimson Foot Spiders
--Traps: Spike Traps - Disarmable/Avoidable
Walkthrough:

To start this one off, be sure to have some method of underwater
breaths, or be a warforged. A short swim is required to get you down
into the Spider Lair. The nooks and crannies can be a little difficult
to navigate during this swim. I recommend using mouselook mode for the
swim. The easiest way to avoid wrong turns and gettin turned about, is
to keep going down, and corkscrew to the left when given the
opportunity. This will lead you to the entrance to the spider tunnels,
where and agent of the Twelve awaits you to ask your help in finding the
missing agents.
One thing you don't know yet from the quest information, but you may
want the spoiler on, is that the Spiders are being coerced to work for
the ogres. If you manage to avoid killing any spiders, you will receive
a bonus chest at the end. Additionally, if you manage to kill every ogre
magi in the tunnels, you can receive another bonus chest. The spiders in
the area of their ogre taskmasters will stop attacking if you kill the
nearby ogres. (Reminiscent of Slavers of the Shrieking Mines.) For this
reason, Melee's will want to be extra careful, and casters/clerics with
insta-kill spells are very nice... if they target carefully.
Head into the tunnels, and begin you search. What you are actually
looking for is the Journal of the now-deceased agent. The path will lead
you to the main chamber, along the way you will pass a rectangular room.
This room is one of the 6 possible spawn points for the first journal.
Check there and then head to the center chamber. From the center chamber
there are 6 routes you can take to look for the first book. We usually
will clear either the NW or SW routes first, as these routes will clear
part of the way towards the first shrine.
Once you find the book in one of the 6 possible spawn points, pick it
up. This will trigger 2 things. First, the quest objectives panel will
change to include the failure note Kill no more than 5 Crimsonfoot
Spiders, killing spiders at this point is, obviously, bad. The
second thing triggered is an orange-named Ogre Magi with the 1st key
will spawn somewhere in the lower tunnels. It seems his spawn location
is random, and sometimes it can take a few minutes before he spawns.
Search him out and kill him to get the key to access the upper levels.
Using The 1st key, choose any of the 6 paths to search the upper levels
for a 2nd journal. Some of the paths will connect to each other. NW and
SW connect. S and SE connect. N and NE connect. At each of the
connection points in the upper portion of the main chamber, is 1 of the
3 possible spawn points for the 2nd book. at the central point of the
NW/SW tunnels is also the first shrine, so you may want to make that
your first check.
Once you find the 2nd book, it will trigger another named Ogre Magi to
spawn from the Southern Tunnels. he will be holding the key to the
Queens Prison, in the central chamber. Kill him and unlock the queens
cell.
Moving into the Queens cell will start the Protect the Queen
portion of the quest. The queen will charge in to help, as many ogres
begin filling the halls to attack you. She is sturdy, but buff her up
and keep an eye on her as you kill off the attacking ogre mob. After a
few waves of ogres, the red named Rakshasa, Kkomglol (I am not kidding,
that's his name), will attack. Kill him to save the queen and advance to
the next part of the quest. This also unlocks the chest by the shrine
inside the queen's cell.
Grab your loot, shrine up if ya want it, and head back to the main
chamber, where the weak part of the floor has fallen out during your
fight. Drop down, rogue first if you have one, and watch out for the
spikes. (there is a lever you can hit if you want to to open the gate
behind you back into the main chamber.) There are a couple more spike
traps as you progress through the remaining Rakshasa and ogres. take
them out and keep an eye out for the named Rakshasa carrying the 3rd
key. He has 3 possible spawn points in these lower tunnels. Once you
have the key, head into the final room. Clear it out of all the chumps,
then set up for the final fight before you lower the barriers and
release the badguys. The runewheel combo, as shown on the map, is Red:
double cross, Orange: backwards "F", Blue: "H". Watch out for the 4
spiders behind the barrier mixed in with the other badguys.
Acid Fog and Solid Fog are nice to slow things up a bit. Spiders are
immune to acid. Our usual tactic is to use Flesh to Stone on the
Spiders, pick off the minions with Finger and Destruct, then pull the
Rednamed out of the room, or behind the back towards the treasure room,
where we can unload on him without worrying about spiders getting in the
way of Line of Sight spells. Recommend not using persistent damage
spells like Wall of Fire and Blade Barrier, though, because a spider may
save and wander over.
now head into the treasure chamber. depending on your optionals
completed you will have one, two or
three chests!
The main loot chest will drop the Shavarath Stone of Strategy, this is
needed to flag for the Shroud raid, and is a material component for
greensteel items. It also has a chance to drop greensteel materials:
Locust Husk or Chipmunk Funk.
End Reward: Standard Loot Choice. Reward giver, Taaniel Badhri, is
located in the Meridia Bar.
Obtained From:
http://forums.ddo.com/showpost.php?p=1632804&postcount=222 |